fantastic fun machine

Sunday, July 21, 2013

Monday, August 15, 2011

Some film studies I've been doing for digital painting practice and experimenting. I want to do more of these to sharpen my painting and learn.

The top sketch above is a 20 min block in. Most of the information is there in a gestural application. I later wanted to try a tight version of the same shot, concentrating on clean contour edges. I actually prefer the gestural feel, as the tightness all around took a bit of the life and energy out of it.

Tuesday, May 17, 2011

Recently got asked to contribute some old spaceship, space opera images to help aid an promotional demo for Rocket Theme. Was interesting to see the web designer frame the sketches for his purposes for an web site interface.

Friday, April 15, 2011

Congratulations to the SSX team at their E3 2011 showing. Trailer looked great and showcased their Race it, Trick it, Survive it themes while revealing 3 returning cast members!

Below are a few development sketches done during that time. The exaggerated curves and contours that complement each other, made the environments feel toony and fun! This style is best articulated by concept artist James Bowes, who's simply the king at SSX worlds gameplay. You gotta see his work!

Thursday, April 14, 2011

Recently, a hand full of sketches have been published in EGM, Game Reactor, and PSM3 as part of EA's SSX relaunch of the franchise. At the time of these sketches, EA wanted a Survive it! themed direction, along side Race it! and Trick it! as the game's main pillars.

Since working on the project, there were tons of designs and concept sketches from myself and the group of artist friends, working together under the banner of Mighty Canvas Concept Studio, serving as EA's concept art vendor. ( Andrew Domachowski, Goran Bukvic, Daryl Mandryk, Chris Bourassa, Luke Church, John Yip ) I'll post more to share when images go public.

For now, here's a few Survive it! themed designs + sketches done in around, and for the release of SSX's teaser video in winter 2010. Goran, Andrew, and myself.

Saturday, April 2, 2011

Kinect Adventures! was the showcase launch title for Microsoft's Kinect hardware debut. I was asked to help with some concept designs for the game back in November 2009 and into the beginning of 2010. With design objectives evolving around fun and optimism, it was a pleasure to work on! Above are wrapper concepts that the team's creative director, Darren Bennett, and myself jammed on as my first assignment on the project. At the time, the team knew roughly what gameplay features and type of games were going to make up the gameplay experience, but the project did not yet have an authorized direction to have everything drive towards. The Avateers! was the one chosen out of the bunch, and it drove the overall creative direction for everything onwards.

Introducing the Avateers! From here on, I worked closely with Good Science Studio's art department, David Galloway, Ryan Hastings, and Mike Spalding. Below are a few of the ideas we played around for interactive critters, vehicles, trophies etc! all in true spirits of an fun adventure theme.